Altar
$6
Trash a card from your hand. Gain a card costing up to $5.Action

Armory
$4
Gain a card costing up to $4. Put it on top of your deck.Action

Band of Misfits
$5
Play this as if it were an Action card in the Supply costing less than it that you choose. This is that card until it leaves play.Action

Bandit Camp
$5
+1 Card
+2 Actions
Gain a Spoils.Action

Beggar
$2
Gain 3 Coppers, putting them into your hand.
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When another player plays an Attack card, you may discard this. If you do, gain two Silvers, putting one on top of your deck. Action — Reaction

Catacombs
$5
Look at the top 3 cards of your deck. Choose one: Put them into your hand; or discard them and +3 Cards.
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When you trash this, gain a cheaper card.Action

Graverobber
$5
Choose one: Gain a card from the trash costing from $3 to $6, putting it on top of your deck; or trash an Action card from your hand and gain a card costing up to $3 more than it.Action

Hermit
$3
Look through your discard pile. You may trash a card that is not a Treasure, from your discard pile or your hand. Gain a card costing up to $3.
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When you discard this from play, if you didn’t buy any cards this turn, trash this and gain a Madman (from the Madman pile).Action

Hunting Grounds
$6
+4 Cards
________________________________________
When this is trashed, gain a Duchy or 3 EstatesAction

Ironmonger
$4
+1 Card
+1 Action
Reveal the top card of your deck; you may discard it. If it is an Action card, +1 Action; a Treasure card, +$1; a Victory card, +1 Card.Action

Madman
$0*
+2 Actions
Return this to the Madman pile. If you do, +1 Card per card in your hand.
(This is not in the Supply.)Action

Marauder
$4
Gain a Spoils. Each other player gains a Ruins. Action — Attack — Looter

Market Square
$3
+1 Card
+1 Action
+1 Buy
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When one of your cards is trashed, you may discard this from your hand. If you do, gain a Gold. Action — Reaction

Mercenary
$0*
You may trash 2 cards from your hand. If you do, +2 Cards, +
$2, and each other player discards down to 3 cards in hand.
(This is not in the Supply.) Action — Attack

Mystic
$5
+1 Action
+$2
Name a card. Reveal the top card of your deck. If it’s the named card, put it into your hand.Action

Pillage
$5
Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoils. Action — Attack

Poor House
$1
+$4
Reveal your hand. -$1 per Treasure card in your hand, to a minimum of $0.Action

Procession
$4
You may play an Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it.Action

Rats
$4
+1 Card
+1 Action
Gain a Rats. Trash a card from your hand other than a Rats (or reveal a hand of all Rats).
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When this is trashed, +1 Card.Action

Rebuild
$5
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Victory card costing up to $3 more than it.Action

Rogue
$5
+$2
If there are any cards in the trash costing from $3 to $6, gain one of them. Otherwise, each other player reveals then discards the top 2 cards of his deck, and trashes one of them costing from $3 to $6. Action — Attack

Sage
$3
+1 Action
Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest.Action

Scavenger
$4
+$2
You may put your deck into your discard pile. Look through your discard pile and put one card from it on top of your deck.Action

Spoils
$0*
$3
When you play this, return it to the pile.
(This is not in the Supply.)Treasure

Storeroom
$3
+1 Buy
Discard any number of cards. +1 Card per card discarded. Discard any number of cards. +$1 per card discarded the second time.Action

Urchin
$3
+1 Card
+1 Action
Each other player discards down to 4 cards in hand.
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When you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile. Action — Attack

Wandering Minstrel
$4
+1 Card
+2 Actions
Reveal the top 3 cards of your deck. Put the Actions back on top in any order and discard the rest.Action

Ruins (50 total, 10 of each, shuffled into a pile of ten per opponent like Curses)

Abandoned Mine
$0
+$1 Action — Ruins

Ruined Library
$0
+1 Card Action — Ruins

Ruined Market
$0
+1 Buy Action — Ruins

Ruined Village
$0
+1 Action Action — Ruins

Survivors
$0
Look at the top 2 cards of your deck. Discard them or put them back in any order. Action — Ruins

Knights (these are all one Kingdom pile)

Dame Anna
$5
You may trash up to 2 cards from your hand.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Dame Josephine
$5
Worth 2 VP.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Victory — Knight

Dame Molly
$5
+2 Actions.
Each other player discards the top 2 cards of his deck, and trashes one of them costing from $3 to $6. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Dame Natalie
$5
You may gain a card costing up to $3.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Dame Sylvia
$5
+$2.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Sir Bailey
$5
+1 Card, +1 Action.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Sir Destry
$5
+2 Cards
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Sir Martin
$4
+2 Buys.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Sir Michael
$5
Each other player discards down to 3 cards in hand.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. Action — Attack — Knight

Sir Vander
$5
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
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When this is trashed, gain a Gold. Action — Attack — Knight

Shelters (replace starting Estates)

Hovel
$1
When you buy a Victory card, you may trash this from your hand. Reaction — Shelter

I’m not so sure yet, because a) the odds of collision aren’t great
b)an early mercenary is great, but compared to steward it comes in your deck (at least) a turn late and when you run out of good trashing targets it becomes worse than steward. I think that if you get a collision on turn 3/4/5 its probably really good but later than that and your first two buys didn’t help you for your first 3 shuffles

Donald explained it in his previews comments. You shuffle all 50 Ruins together to make a Ruins pile. Then, you grab 10 of them for a 2 player game, 20 for a 3 player game, etc. So which Ruins you get and in which order are completely random.

Beggar gardens seems like it could be great, but I wonder if that might actually be too much copper and not enough multi-card buys.
Am I the only one who thinks rebuild looks broken? I guess less so with the shelters, but still… buy a pair of rebuilds, then just buy duchies and turn them into provinces?

The Duchies are still dead cards, hence increasing the risk of not running across a Rebuild, which is also a dead card. I guess? It’s true that it will be the dominant strategy on some boards, but it’s possible that even a typical Village/Smithy engine would match it, once it reaches the point of buying a Province every turn.

Copper, Beggars and Gardens are three piles. Draining Gardens is easy — the beggars give you $3, so you only need another $1 in your hand, plus your opponents will start grabbing them to deny you if not playing the same strat themselves. Beggars only cost $2, and you’re gaining three copper more turns than not.

And that’s with absolutely no +buy to do things like double beggar or gardens+copper. If there’s something like pawn or hamlet on the board, beggar/gardens will do even better. (And of course if you draw beggar, 2 copper, any other 2 cards you can buy a duchy if the gardens are gone.)

Oh, and I forgot to mention hamlet/beggar/beggar, which lets you gain SIX copper and then buy gardens+beggar, gardens+hamlet, or if the gardens are already gone, duchy+copper. (Duchy+estate if one of the other 3 cards, counting the Hamlet draw, is a copper, which it probably will be because of your massive copper gaining.) That’s increasing your deck size by 8 in one turn *and* one of them is a Victory card.

You have to use 43 copper. If there’s no +buy, or even if there is, that is a long process. At 3 per beggar, unless you have +action (which further slows your engine), that’s 14 beggar uses, so 14 turns assuming you play a beggar each time. Which is not going to happen when you reshuffle your deck of 25 copper, 4 gardens, and 4 beggars. They can buy all the provinces (and duchies to spare) before you can buy out copper.

Someone explain this to me or link to a relevant article (when to shuffle):
If you Rebuild and name Harem (which is not in the game). Your deck is 3 Copper remaining. Your discard pile is 14 other cards and 3 Tunnels.

Squire is pretty broken. Rebuild at best is equivalent to “+1 Action, +4 VP” but would more commonly be used for +2 or +3 VP (Estate to Duchy, Duchy to Province). Also note that Rebuild is limited both by the victory cards you have in your deck and the amount in the supply.

You miss the way rebuild can accelerate the end of the game. Sure it’s only +3 VP to go from a duchy to province, but that’s one less province my opponent can buy. I’m not sure, but I feel like I could rebuild to provinces quicker than lots of decks can buy them.

It’s the attack upgrade that people are excited about squire over, right? That seems awesome on a chapel / $5 attack board. I don’t see myself actually playing him.

I’m thinking counterfeit will be strong in a game where feodum makes sense as a strong victory card. The plus buy means you can play a gold for +6 and buy two silvers, albeit trashing the gold. But if you needed the gold to get going and are trying to pump the value of your feodum for the end game, it could work. Feodum might not be the strongest victory card often, but let’s say trading post is in, bureaucrat is in (maybe not still, that card isn’t that great even with feodum), JoaT, etc. And if beggar is in and there are a lot of attacks going on, it seems reasonable that you could use beggar just to get the $3 to buy a silver, and if you have just one other copper in hand you could buy a feodum.

Sorry, that is to say, if you had just one other SILVER. I realized I was unclear. Imagine this hand: Beggar, Counterfeit, Silver, and two of anything worthless (due to attacks that have let you gain silvers with your beggar). You play a beggar with this hand and gain three coppers. Then you play your counterfeit, playing your silver twice, and trashing it (which is worth it because you’ve got so many silvers now), and you buy a feodum with that silver and a new silver with your three coppers. Maybe it’s still too slow. But Beggar, Counterfeit, Trading Post and two coppers? If you can do it often enough…

One of my friends pointed out: it’s curious that Catacombs says “gain a cheaper card” and not “gain a card that costs less than this”, which is the usual phrasing. Is there actually some subtle difference in meaning?

Yeah, should have mentioned that! But since you probably don’t want to trash your Feodums if you’re going for this strategy, you could just start trashing everything that isn’t a Feodum with your trader. Trashing a Duchy makes each Feodum worth almost 2 more VP, and if you have more than three Feodums, it’s a no brainer. And with all those silvers, you can probably buy a few Provinces if you can’t run out other piles.